447 lines
17 KiB
ActionScript
447 lines
17 KiB
ActionScript
// Scene network replication example.
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// This sample demonstrates:
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// - Creating a scene in which network clients can join
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// - Giving each client an object to control and sending the controls from the clients to the server,
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// where the authoritative simulation happens
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// - Controlling a physics object's movement by applying forces
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#include "Scripts/Utilities/Sample.as"
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// UDP port we will use
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const uint SERVER_PORT = 2345;
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// Control bits we define
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const uint CTRL_FORWARD = 1;
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const uint CTRL_BACK = 2;
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const uint CTRL_LEFT = 4;
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const uint CTRL_RIGHT = 8;
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// Record for each connected client
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class Client
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{
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Connection@ connection;
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Node@ object;
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}
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Text@ instructionsText;
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UIElement@ buttonContainer;
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LineEdit@ textEdit;
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Button@ connectButton;
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Button@ disconnectButton;
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Button@ startServerButton;
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Array<Client> clients;
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uint clientObjectID = 0;
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void Start()
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{
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// Execute the common startup for samples
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SampleStart();
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// Create the scene content
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CreateScene();
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// Create the UI content
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CreateUI();
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// Setup the viewport for displaying the scene
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SetupViewport();
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// Set the mouse mode to use in the sample
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SampleInitMouseMode(MM_RELATIVE);
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// Hook up to necessary events
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SubscribeToEvents();
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}
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void CreateScene()
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{
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scene_ = Scene();
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// Create octree and physics world with default settings. Create them as local so that they are not needlessly replicated
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// when a client connects
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scene_.CreateComponent("Octree", LOCAL);
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scene_.CreateComponent("PhysicsWorld", LOCAL);
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// All static scene content and the camera are also created as local, so that they are unaffected by scene replication and are
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// not removed from the client upon connection. Create a Zone component first for ambient lighting & fog control.
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Node@ zoneNode = scene_.CreateChild("Zone", LOCAL);
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Zone@ zone = zoneNode.CreateComponent("Zone");
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zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
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zone.ambientColor = Color(0.1f, 0.1f, 0.1f);
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zone.fogStart = 100.0f;
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zone.fogEnd = 300.0f;
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// Create a directional light without shadows
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Node@ lightNode = scene_.CreateChild("DirectionalLight", LOCAL);
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lightNode.direction = Vector3(0.5f, -1.0f, 0.5f);
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Light@ light = lightNode.CreateComponent("Light");
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light.lightType = LIGHT_DIRECTIONAL;
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light.color = Color(0.2f, 0.2f, 0.2f);
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light.specularIntensity = 1.0f;
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// Create a "floor" consisting of several tiles. Make the tiles physical but leave small cracks between them
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for (int y = -20; y <= 20; ++y)
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{
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for (int x = -20; x <= 20; ++x)
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{
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Node@ floorNode = scene_.CreateChild("FloorTile", LOCAL);
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floorNode.position = Vector3(x * 20.2f, -0.5f, y * 20.2f);
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floorNode.scale = Vector3(20.0f, 1.0f, 20.0f);
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StaticModel@ floorObject = floorNode.CreateComponent("StaticModel");
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floorObject.model = cache.GetResource("Model", "Models/Box.mdl");
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floorObject.material = cache.GetResource("Material", "Materials/Stone.xml");
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RigidBody@ body = floorNode.CreateComponent("RigidBody");
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body.friction = 1.0f;
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CollisionShape@ shape = floorNode.CreateComponent("CollisionShape");
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shape.SetBox(Vector3::ONE);
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}
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}
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// Create the camera. Limit far clip distance to match the fog
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// The camera needs to be created into a local node so that each client can retain its own camera, that is unaffected by
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// network messages. Furthermore, because the client removes all replicated scene nodes when connecting to a server scene,
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// the screen would become blank if the camera node was replicated (as only the locally created camera is assigned to a
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// viewport in SetupViewports() below)
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cameraNode = scene_.CreateChild("Camera", LOCAL);
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Camera@ camera = cameraNode.CreateComponent("Camera");
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camera.farClip = 300.0f;
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// Set an initial position for the camera scene node above the plane
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cameraNode.position = Vector3(0.0f, 5.0f, 0.0f);
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}
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void CreateUI()
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{
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XMLFile@ uiStyle = cache.GetResource("XMLFile", "UI/DefaultStyle.xml");
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// Set style to the UI root so that elements will inherit it
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ui.root.defaultStyle = uiStyle;
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// Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
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// control the camera, and when visible, it will point the raycast target
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Cursor@ cursor = Cursor();
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cursor.SetStyleAuto(uiStyle);
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ui.cursor = cursor;
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// Set starting position of the cursor at the rendering window center
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cursor.SetPosition(graphics.width / 2, graphics.height / 2);
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// Construct the instructions text element
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instructionsText = ui.root.CreateChild("Text");
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instructionsText.text = "Use WASD keys to move and RMB to rotate view";
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instructionsText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
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// Position the text relative to the screen center
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instructionsText.horizontalAlignment = HA_CENTER;
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instructionsText.verticalAlignment = VA_CENTER;
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instructionsText.SetPosition(0, graphics.height / 4);
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// Hide until connected
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instructionsText.visible = false;
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buttonContainer = ui.root.CreateChild("UIElement");
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buttonContainer.SetFixedSize(500, 20);
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buttonContainer.SetPosition(20, 20);
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buttonContainer.layoutMode = LM_HORIZONTAL;
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textEdit = buttonContainer.CreateChild("LineEdit");
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textEdit.SetStyleAuto();
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connectButton = CreateButton("Connect", 90);
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disconnectButton = CreateButton("Disconnect", 100);
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startServerButton = CreateButton("Start Server", 110);
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UpdateButtons();
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}
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void SetupViewport()
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{
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// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
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renderer.viewports[0] = viewport;
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}
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void SubscribeToEvents()
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{
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// Subscribe to fixed timestep physics updates for setting or applying controls
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SubscribeToEvent("PhysicsPreStep", "HandlePhysicsPreStep");
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// Subscribe HandlePostUpdate() method for processing update events. Subscribe to PostUpdate instead
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// of the usual Update so that physics simulation has already proceeded for the frame, and can
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// accurately follow the object with the camera
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SubscribeToEvent("PostUpdate", "HandlePostUpdate");
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// Subscribe to button actions
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SubscribeToEvent(connectButton, "Released", "HandleConnect");
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SubscribeToEvent(disconnectButton, "Released", "HandleDisconnect");
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SubscribeToEvent(startServerButton, "Released", "HandleStartServer");
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// Subscribe to network events
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SubscribeToEvent("ServerConnected", "HandleConnectionStatus");
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SubscribeToEvent("ServerDisconnected", "HandleConnectionStatus");
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SubscribeToEvent("ConnectFailed", "HandleConnectionStatus");
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SubscribeToEvent("ClientConnected", "HandleClientConnected");
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SubscribeToEvent("ClientDisconnected", "HandleClientDisconnected");
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// This is a custom event, sent from the server to the client. It tells the node ID of the object the client should control
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SubscribeToEvent("ClientObjectID", "HandleClientObjectID");
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// Events sent between client & server (remote events) must be explicitly registered or else they are not allowed to be received
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network.RegisterRemoteEvent("ClientObjectID");
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}
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Button@ CreateButton(const String& text, int width)
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{
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Font@ font = cache.GetResource("Font", "Fonts/Anonymous Pro.ttf");
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Button@ button = buttonContainer.CreateChild("Button");
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button.SetStyleAuto();
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button.SetFixedWidth(width);
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Text@ buttonText = button.CreateChild("Text");
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buttonText.SetFont(font, 12);
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buttonText.SetAlignment(HA_CENTER, VA_CENTER);
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buttonText.text = text;
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return button;
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}
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void UpdateButtons()
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{
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Connection@ serverConnection = network.serverConnection;
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bool serverRunning = network.serverRunning;
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// Show and hide buttons so that eg. Connect and Disconnect are never shown at the same time
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connectButton.visible = serverConnection is null && !serverRunning;
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disconnectButton.visible = serverConnection !is null || serverRunning;
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startServerButton.visible = serverConnection is null && !serverRunning;
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textEdit.visible = serverConnection is null && !serverRunning;
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}
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Node@ CreateControllableObject()
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{
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// Create the scene node & visual representation. This will be a replicated object
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Node@ ballNode = scene_.CreateChild("Ball");
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ballNode.position = Vector3(Random(40.0f) - 20.0f, 5.0f, Random(40.0f) - 20.0f);
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ballNode.SetScale(0.5f);
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StaticModel@ ballObject = ballNode.CreateComponent("StaticModel");
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ballObject.model = cache.GetResource("Model", "Models/Sphere.mdl");
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ballObject.material = cache.GetResource("Material", "Materials/StoneSmall.xml");
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// Create the physics components
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RigidBody@ body = ballNode.CreateComponent("RigidBody");
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body.mass = 1.0f;
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body.friction = 1.0f;
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// In addition to friction, use motion damping so that the ball can not accelerate limitlessly
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body.linearDamping = 0.5f;
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body.angularDamping = 0.5f;
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CollisionShape@ shape = ballNode.CreateComponent("CollisionShape");
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shape.SetSphere(1.0f);
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// Create a random colored point light at the ball so that can see better where is going
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Light@ light = ballNode.CreateComponent("Light");
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light.range = 3.0f;
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light.color = Color(0.5f + (RandomInt() & 1) * 0.5f, 0.5f + (RandomInt() & 1) * 0.5f, 0.5f + (RandomInt() & 1) * 0.5f);
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return ballNode;
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}
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void MoveCamera()
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{
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input.mouseVisible = input.mouseMode != MM_RELATIVE;
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bool mouseDown = input.mouseButtonDown[MOUSEB_RIGHT];
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// Override the MM_RELATIVE mouse grabbed settings, to allow interaction with UI
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input.mouseGrabbed = mouseDown;
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// Right mouse button controls mouse cursor visibility: hide when pressed
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ui.cursor.visible = !mouseDown;
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// Mouse sensitivity as degrees per pixel
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const float MOUSE_SENSITIVITY = 0.1f;
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// Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch and only move the camera
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// when the cursor is hidden
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if (!ui.cursor.visible)
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{
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IntVector2 mouseMove = input.mouseMove;
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yaw += MOUSE_SENSITIVITY * mouseMove.x;
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pitch += MOUSE_SENSITIVITY * mouseMove.y;
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pitch = Clamp(pitch, 1.0f, 90.0f);
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}
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// Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
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// Only move the camera / show instructions if we have a controllable object
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bool showInstructions = false;
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if (clientObjectID != 0)
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{
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Node@ ballNode = scene_.GetNode(clientObjectID);
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if (ballNode !is null)
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{
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const float CAMERA_DISTANCE = 5.0f;
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// Move camera some distance away from the ball
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cameraNode.position = ballNode.position + cameraNode.rotation * Vector3::BACK * CAMERA_DISTANCE;
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showInstructions = true;
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}
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}
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instructionsText.visible = showInstructions;
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}
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void HandlePostUpdate(StringHash eventType, VariantMap& eventData)
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{
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// We only rotate the camera according to mouse movement since last frame, so do not need the time step
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MoveCamera();
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}
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void HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData)
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{
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// This function is different on the client and server. The client collects controls (WASD controls + yaw angle)
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// and sets them to its server connection object, so that they will be sent to the server automatically at a
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// fixed rate, by default 30 FPS. The server will actually apply the controls (authoritative simulation.)
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Connection@ serverConnection = network.serverConnection;
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// Client: collect controls
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if (serverConnection !is null)
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{
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Controls controls;
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// Copy mouse yaw
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controls.yaw = yaw;
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// Only apply WASD controls if there is no focused UI element
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if (ui.focusElement is null)
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{
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controls.Set(CTRL_FORWARD, input.keyDown[KEY_W]);
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controls.Set(CTRL_BACK, input.keyDown[KEY_S]);
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controls.Set(CTRL_LEFT, input.keyDown[KEY_A]);
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controls.Set(CTRL_RIGHT, input.keyDown[KEY_D]);
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}
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serverConnection.controls = controls;
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// In case the server wants to do position-based interest management using the NetworkPriority components, we should also
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// tell it our observer (camera) position. In this sample it is not in use, but eg. the NinjaSnowWar game uses it
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serverConnection.position = cameraNode.position;
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}
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// Server: apply controls to client objects
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else if (network.serverRunning)
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{
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for (uint i = 0; i < clients.length; ++i)
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{
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Connection@ connection = clients[i].connection;
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// Get the object this connection is controlling
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Node@ ballNode = clients[i].object;
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RigidBody@ body = ballNode.GetComponent("RigidBody");
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// Torque is relative to the forward vector
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Quaternion rotation(0.0f, connection.controls.yaw, 0.0f);
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const float MOVE_TORQUE = 3.0f;
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// Movement torque is applied before each simulation step, which happen at 60 FPS. This makes the simulation
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// independent from rendering framerate. We could also apply forces (which would enable in-air control),
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// but want to emphasize that it's a ball which should only control its motion by rolling along the ground
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if (connection.controls.IsDown(CTRL_FORWARD))
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body.ApplyTorque(rotation * Vector3::RIGHT * MOVE_TORQUE);
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if (connection.controls.IsDown(CTRL_BACK))
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body.ApplyTorque(rotation * Vector3::LEFT * MOVE_TORQUE);
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if (connection.controls.IsDown(CTRL_LEFT))
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body.ApplyTorque(rotation * Vector3::FORWARD * MOVE_TORQUE);
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if (connection.controls.IsDown(CTRL_RIGHT))
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body.ApplyTorque(rotation * Vector3::BACK * MOVE_TORQUE);
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}
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}
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}
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void HandleConnect(StringHash eventType, VariantMap& eventData)
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{
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String address = textEdit.text.Trimmed();
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if (address.empty)
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address = "localhost"; // Use localhost to connect if nothing else specified
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// Connect to server, specify scene to use as a client for replication
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clientObjectID = 0; // Reset own object ID from possible previous connection
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network.Connect(address, SERVER_PORT, scene_);
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UpdateButtons();
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}
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void HandleDisconnect(StringHash eventType, VariantMap& eventData)
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{
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Connection@ serverConnection = network.serverConnection;
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// If we were connected to server, disconnect. Or if we were running a server, stop it. In both cases clear the
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// scene of all replicated content, but let the local nodes & components (the static world + camera) stay
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if (serverConnection !is null)
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{
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serverConnection.Disconnect();
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scene_.Clear(true, false);
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clientObjectID = 0;
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}
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// Or if we were running a server, stop it
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else if (network.serverRunning)
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{
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network.StopServer();
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scene_.Clear(true, false);
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}
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UpdateButtons();
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}
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void HandleStartServer(StringHash eventType, VariantMap& eventData)
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{
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network.StartServer(SERVER_PORT);
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UpdateButtons();
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}
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void HandleConnectionStatus(StringHash eventType, VariantMap& eventData)
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{
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UpdateButtons();
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}
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void HandleClientConnected(StringHash eventType, VariantMap& eventData)
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{
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// When a client connects, assign to scene to begin scene replication
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Connection@ newConnection = eventData["Connection"].GetPtr();
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newConnection.scene = scene_;
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// Then create a controllable object for that client
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Node@ newObject = CreateControllableObject();
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Client newClient;
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newClient.connection = newConnection;
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newClient.object = newObject;
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clients.Push(newClient);
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// Finally send the object's node ID using a remote event
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VariantMap remoteEventData;
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remoteEventData["ID"] = newObject.id;
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newConnection.SendRemoteEvent("ClientObjectID", true, remoteEventData);
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}
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void HandleClientDisconnected(StringHash eventType, VariantMap& eventData)
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{
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// When a client disconnects, remove the controlled object
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Connection@ connection = eventData["Connection"].GetPtr();
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for (uint i = 0; i < clients.length; ++i)
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{
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if (clients[i].connection is connection)
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{
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clients[i].object.Remove();
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clients.Erase(i);
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break;
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}
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}
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}
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void HandleClientObjectID(StringHash eventType, VariantMap& eventData)
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{
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clientObjectID = eventData["ID"].GetUInt();
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}
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// Create XML patch instructions for screen joystick layout specific to this sample app
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String patchInstructions =
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"<patch>" +
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" +
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" <attribute name=\"Is Visible\" value=\"false\" />" +
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" </add>" +
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"</patch>";
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